Bladesinger

Written by Martin K.

Bladesingers practice an ancient elven form of combat that combines the grace of their steps with maneuvers that weave magic. When Bladesingers enter combat, their movements start a melody that slowly increases in speed and ferocity.

The concept goes back all the way to the very first elf class in Original D&D. It has seen many incarnations, such as Fighter/Mage, Swordmage, Eldritch Knight... The first called Bladesinger was introduced as a Kit in the AD&D Complete Elf Handbook.

What sets this version apart is how it plays with the music theme. Your Bladesinger weaves different melodies with the movements of his sword, with each changing the bonus you gain from the escalation die in new and interesting ways.

Play Style: The Bladesinger is a melee combat class that combines elegant swordplay with spellcasting. Unlike the Fighter, who rolls with the flow of battle as represented by the attack roll, the Bladesinger shapes his fate anew in each turn. Different melodies that you create with your steps and sword movements create different effects that increase in power as the battle commences, as represented by the escalation die.

The Bladesinger also learns a number of spells from the list of a different class.

If you are looking to build a melee combatant with tactical control and magic tricks as backup, the Bladesinger is for you.

Ability Scores: Dexterity is your key ability score for melee attacks. Choose your secondary ability score between Intelligence, Wisdom and Charisma. This ability score is relevant for the Bladesong Style you choose as well as the source class for the spells you gain with the Blade Magic class feature.

The tactical Bladesong Style is based on Intelligence and works best with Wizard spells. Wisdom is the key ability for Intuitive Style and Cleric spells. If you would like to focus on Bard or Sorcerer magic, the Charisma-based Flourishing Style is for you.

Constitution is also important for you, as it will boost your hit points, recoveries and physical defense. Unless you have a high Wisdom, it will also determine your AC.

Bladesingers gain a +2 bonus to Dexterity, Intelligence, Wisdom or Charisma, as long as it is not the same ability score you chose for your racial bonus.

Races: Historically, this class is tied to elven culture; this writeup assumes that you will pick any of the elven races. Feel free, however, to put your individual spin on the class and choose any race you like.

Icons: The Elf Queen is the patron of the elven sword mastery school, and many Bladesingers consider it as the highest honor to serve at her court. As arcane spellcasters, it's never wrong to be on the Archmage's good side, but those following Sorcerer traditions likely depend on the favors of the Three or the Gold Wyrm. For a darker twist, consider the Lich King as your patron.

Gear

Every Bladesinger carries one precious weapon that he guards like a musician his instrument. The traditional image of the class is based on light blades. Bladesingers can tell the tradition a fellow bladesinger follows by subtle differences like the curvature of the blade and the form of the sword guard. It is easy to reflavor a school to use daggers, spears or axes instead if that is your preference.

Most traditions use a one-handed light or heavy weapon, with no weapon in the off-hand.

In your pockets, you start with 25 gp, or 1d6 x 10 gp if you have been up and down on your luck lately.

Armor

Bladesinger Armor and AC

Type

Base AC

Attack Penalty

None

13

-

Light

14

-

Heavy

15

-2

Shield

+1

-

Weapons

Bladesinger Melee Weapons

Size

One-Handed

Two-Handed

Small

1d6 knife

1d6 staff

Light or Simple

1d8 short sword

1d8 spear

Heavy or Martial

1d8 longsword, scimitar

1d10 greatsword

Bladesinger Ranged Weapons

Size

Thrown

Crossbow

Bow

Small

1d4 dagger

1d4 hand crossbow

Light or Simple

1d6 javelin, axe

1d6 light crossbow

1d6 shortbow

Heavy

-

1d8 heavy crossbow

1d8 longbow

Basic Attacks

Melee Attack

At-Will

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: Weapon + Dexterity damage

Miss: Damage equal to your level

Ranged Attack

At-Will

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: Weapon + Dexterity damage

Miss: Damage equal to your level

Bladesinger Level Progression

Note: Although not listed on the table, Bladesingers get three talents. They do not gain more at higher levels.

BladesingerLevel

Total Hit Points

Total Feats

Melodies known

Heart melodies

Blade magic spells known

Blade magic spell level

Level-up Ability Bonuses

Damage Bonus from Ability Score

Level 1 multiclass

Half of both classes

As 1st level PC

1

-

(1*)

(1**)

Not affected

ability modifier

Level 1

(7 + CON mod) x 3

1 adventurer

2

1

(1)

(1)

ability modifier

Level 2

(7 + CON mod) x 4

2 adventurer

3

1

(1)

(3)

ability modifier

Level 3

(7 + CON mod) x 5

3 adventurer

4

1

1 (+1)

1 (3)

ability modifier

Level 4

(7 + CON mod) x 6

4 adventurer

4

1

2 (+1)

1 (3)

+1 to 3 abilities

ability modifier

Level 5

(7 + CON mod) x 8

4 adventurer1 champion

5

1

2 (+1)

3 (5)

2 x ability modifier

Level 6

(7 + CON mod) x 10

4 adventurer 2 champion

5

2

3 (+1)

3 (5)

2 x ability modifier

Level 7

(7 + CON mod) x 12

4 adventurer 3 champion

6

2

3 (+1)

5 (7)

+1 to 3 abilities

2 x ability modifier

Level 8

(7 + CON mod) x 16

4 adventurer 3 champion 1 epic

6

2

4 (+1)

5 (7)

3 x ability modifier

Level 9

(7 + CON mod) x 20

4 adventurer 3 champion 2 epic

7

2

4 (+1)

7 (9)

3 x ability modifier

Level 10

(7 + CON mod) x 24

4 adventurer 3 champion 3 epic

7

3

5 (+1)

7 (9)

+1 to 3 abilities

3 x ability modifier

(*) If you choose a spellcasting or maneuver class with the Multiclass Training talent, you gain a bonus slot at first level.(**) The spell or maneuver gained through the Multiclass training talent is at your class level, while spells gained through blade magic are cast at your level -2.

Class features

Fencer

When you are wielding a one-handed melee weapon and no shield or off-hand weapon, increase your critical threat range by one (i.e. a natural 19+ is a critical hit).

Melodies

During combat, if the escalation die is 1 or higher at the start of your turn, choose a melody you know and activate it as a free action. You gain the melody's listed effect, which is tied to the escalation die.

If a melody grants an ongoing bonus, that bonus lasts until the start of your next turn. You can choose the same melody at the start of your next turn to create an ongoing effect.

Paths

You can improve melodies by unlocking abilities from a path. You can only choose one path per melody. Each path consists of an adventurer, champion and epic ability, which you can unlock in order by spending a feat of the corresponding tier.

Heart Melodies

If you choose a melody as your heart melody, you gain the abilities of one of its paths, without spending feats on it. You gain the adventurer ability at first level, the champion ability at 5th and the epic ability at 8th level.

To make your life easy as a player, write each melody your PC knows on a card, together with any unlocked path abilities. At the start of your turn, when activating a melody, just pick the corresponding card from your stack.

Blade Magic

Starting at third level, you learn a selection of spells. Choose one spellcasting class as the source of your spells, such as Bard, Cleric, Sorcerer and Wizard. You cast these spells as a member of that class, but at your Bladesinger class level minus two.

You use the ability score and spell-specific rules of the source class. This includes class features that describe how certain spells work, such as cyclic spells of wizards and breath weapon, chain spells and random energy of sorcerers.

However, you do not gain additional class features of that class. For example, even if you choose sorcerer spells, you cannot Gather Power. If you choose wizard, you can learn spells from the Wizard's utility list, but you do not gain the wizard's special utility spell slot.

Class Talents

Battle Drummer

The first time you use the rally action in a battle, increase the escalation die by 1.

Bladesong Secrets

Choose one the following abilities: Tactical, intuitive or flourishing.

Tactical

Once per battle, after an ally makes an attack against an enemy you are engaged with, make a melee attack against that enemy as a free action.

Adventurer feat: Add your Intelligence modifier to the attack roll.

Champion feat: If the ally missed his attack, this ability grants him a reroll.

Epic feat: When you engage the same opponent as an ally, increase the critical hit range bonus from Fencer to +3.

Intuitive

Once per battle, when a enemy you are engaged with misses you with an attack, make a melee attack against that enemy as a free action.

Adventurer feat: Add your Wisdom modifier to the attack roll.

Champion feat: If your attack hits, the enemy is dazed until the end of its next turn.

Epic feat: If your attack hits, the enemy is stunned instead.

Flourishing

Once per battle, when you are engaged to one enemy and a second one moves in to engage you, pop free from the first enemy and make a melee attack against the second as a free action.

Adventurer feat: Add your Charisma modifier to the attack roll.

Champion feat: On an even hit with the attack, pop free again, engage a different nearby enemy and make another attack. You can keep attacking while you roll even hits, but you can only attack each enemy once.

Epic feat: Increased the critical threat range bonus from Fencer to +3 against enemies that you engaged in the same turn.

Defensive Aegis

Your tradition teaches a special spell to protect others. You can use this spell at-will as a quick action.

Defensive Aegis

Close-quarters spell

Target: One nearby enemy

Effect: You mark the target with either assault or shielding. This ends any previous marks on other enemies that you may have active. Once per round, when the target hits an ally with an attack, you can do the following as a free action.

Shielding: Reduce the damage to your ally to half

Assault: Teleport to engage the enemy and make a melee attack against him

When the target makes an attack against you, the aegis is deactivated until the end of that enemy's turn.

Champion feat: You can mark two nearby enemies with the Aegis.

Epic feat: Once per day, when an opponent hits an ally under the protection of your Aegis, increase the escalation die by 1.

Grand Opening

Champion feat: When the effect triggers, make a free recharge roll for a spell or magic item ability.

Epic feat: The effect also triggers when you have the highest initiative of all combatants, regardless of your roll.

Multiclass Training

Choose one.

Bard Training

Requirement: To take this talent, you must choose Bard spells with your Blade Magic class feature.

You start learning bardic magic at first level. You gain one bard spell, song or warcry at your class level, and you can swap your blade magic spell slots for additional warcries. You also gain a 5-point bardic background at no cost.

Cleric Training

Special: To take this talent, you must choose Cleric spells with your Blade Magic class feature.

You start learning Cleric spells at first level. You gain one Cleric spell at your class level. You can spend a second talent to gain a Cleric domain.

Fighter Training

Your tradition focuses on combat training over magic. You gain one Fighter maneuver at your class level. You can switch out spells gained through Blade Magic with additional Fighter maneuvers.

You start with 9 instead of 8 recoveries.

Rogue Training

Your tradition focuses on stealth. You gain one rogue power at your class level. You can switch out spell slots gained through Blade Magic for additional rogue powers. If you have at least one momentum power, you gain the rogue's Momentum class feature for free.

You can spend a second talent to gain one of the following rogue class features or talents: Sneak Attack, Cunning, Murderous, Shadow Walk, Smooth Talk, Swashbuckler, Thievery, Tumble.

Sorcerer Training

Special: To take this talent, you must choose Sorcerer spells with your Blade Magic class feature.

Question: For the Bard Multiclass talent it says that you can choose 1 Spell, Song or Warcry at your level starting at level one. Does this mean that if you take this talent you can give up a spell slot for another song or warcry once you obtain a blade-magic slot? Or is it only 1 song or Warcry?